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Computer Graphics and Applications, 2004. PG 2004. Proceedings. 12th Pacific Conference on

Date 6-8 Oct. 2004

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Displaying Results 1 - 25 of 52
  • Glare generation based on wave optics

    Publication Year: 2004 , Page(s): 133 - 140
    Save to Project icon | Request Permissions | Click to expandAbstract | PDF file iconPDF (629 KB) |  | HTML iconHTML  

    This paper proposes a general method of glare generation based on wave optics. A glare image is regarded as a result of Fraunhofer diffraction, which is equivalent to a 2D Fourier transform of the image of given apertures or obstacles. In conventional methods, the shapes of glare images are categorized according to their source apertures, such as pupils and eyelashes and their basic shapes (e.g. h... View full abstract»

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  • Frequency-based environment matting

    Publication Year: 2004 , Page(s): 402 - 410
    Cited by:  Papers (3)
    Save to Project icon | Request Permissions | Click to expandAbstract | PDF file iconPDF (611 KB) |  | HTML iconHTML  

    Environment matting is a technique to extract the environment matte which is used to describe how an object reflects and refracts the environment light. In this paper, we propose a novel environment matting method to obtain the environment matte of a real scene. Previous methods use different backdrops as the calibration patterns and search for the environment matte in the spatial domain. In our m... View full abstract»

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  • A versatile interactive 3D brush model

    Publication Year: 2004 , Page(s): 319 - 328
    Cited by:  Papers (3)  |  Patents (1)
    Save to Project icon | Request Permissions | Click to expandAbstract | PDF file iconPDF (1509 KB) |  | HTML iconHTML  

    We present a flexible modeling approach capable of realistically simulating many varieties of brushes commonly used in painting. Our geometric model of brush heads is a combination of subdivision surfaces and hundreds of individual bristles represented by thin polygonal strips. We exploit bristle-to-bristle coherence, simulating only a fraction of the bristles and using interpolation for the remai... View full abstract»

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  • Interactive caustics using local precomputed irradiance

    Publication Year: 2004 , Page(s): 143 - 151
    Cited by:  Papers (2)
    Save to Project icon | Request Permissions | Click to expandAbstract | PDF file iconPDF (986 KB) |  | HTML iconHTML  

    Bright patterns of light focused via reflective or refractive objects onto matte surfaces are called "caustics". We present a method for rendering dynamic scenes with moving caustics at interactive rates. This technique requires some simplifying assumptions about caustic behavior allowing us to consider it a local spatial property which we sample in a preprocessing stage. Storing the caustic local... View full abstract»

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  • NeuroEnveloping: a transferable character skin deformation technique

    Publication Year: 2004 , Page(s): 77 - 86
    Save to Project icon | Request Permissions | Click to expandAbstract | PDF file iconPDF (534 KB) |  | HTML iconHTML  

    We proposed a character skin deformation method, namely neuroEnveloping. The main idea relies on employing artificial neural networks to learn how to synthesize deformable skin from example shapes paired with skeleton postures of a character. Furthermore, having encoded the deformation information in the neural networks, the skinning model can be applied for the deformation of other similar charac... View full abstract»

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  • Real-time voxelization for complex polygonal models

    Publication Year: 2004 , Page(s): 43 - 50
    Cited by:  Papers (6)
    Save to Project icon | Request Permissions | Click to expandAbstract | PDF file iconPDF (878 KB) |  | HTML iconHTML  

    In this paper, we present an efficient voxelization algorithm for complex polygonal models by exploiting newest programmable graphics hardware. We first convert the model into three discrete voxel spaces according to its surface orientation. The resultant voxels are encoded as 2D textures and stored in three intermediate sheet buffers called directional sheet buffers. These buffers are finally syn... View full abstract»

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  • Accelerated geometric queries and physical simulation using graphics processors

    Publication Year: 2004 , Page(s): 37 - 39
    Save to Project icon | Request Permissions | Click to expandAbstract | PDF file iconPDF (241 KB) |  | HTML iconHTML  

    Given the increasing power and usage of commodity graphics processor units (GPUs), promising potential exists for exploiting the fast growing computational power on GPUs for general-purpose computing. We present some of our recent research on fast geometric queries and interactive physical simulation using GPUs. View full abstract»

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  • Mesh modelling with curve analogies

    Publication Year: 2004 , Page(s): 94 - 98
    Save to Project icon | Request Permissions | Click to expandAbstract | PDF file iconPDF (446 KB) |  | HTML iconHTML  

    Modelling by analogy has become a powerful paradigm for editing images. Using a pair of before- and after-example images of a transformation, a system that models by analogy produces analogous transformations on arbitrary new images. This paper brings the expressive power of modelling by analogy to meshes. To avoid the difficulty of specifying fully 3D example meshes, we use curve analogies to pro... View full abstract»

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  • Antialiased rendering of self-intersecting polygons using polygon decomposition

    Publication Year: 2004 , Page(s): 383 - 391
    Cited by:  Papers (2)
    Save to Project icon | Request Permissions | Click to expandAbstract | PDF file iconPDF (384 KB) |  | HTML iconHTML  

    Although numerous pre-filtering and area sampling antialiasing techniques have been devised, few are capable of rendering complex, self-intersecting polygons. This paper presents a new antialiasing method capable of handling such polygons, according to any fill rule. The method is based on area sampling and is hence free from the visual aliasing artifacts of super sampling associated with near hor... View full abstract»

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  • Snaking across 3D meshes

    Publication Year: 2004 , Page(s): 87 - 93
    Cited by:  Papers (2)
    Save to Project icon | Request Permissions | Click to expandAbstract | PDF file iconPDF (1339 KB) |  | HTML iconHTML  

    We present a method of moving snake curves over 3D meshes. Our snake is made from the vertices of a triangular mesh, so it never leaves the 3D surface, eliminating any need for mapping on to ID and subsequent remapping on to the 3D mesh. Our snake finds features related to Gaussian curvature, or ridges and valleys. We move each vertex of the snake to one of its neighbor vertices on the mesh, while... View full abstract»

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  • Swirling-sweepers: constant-volume modeling

    Publication Year: 2004 , Page(s): 10 - 15
    Cited by:  Patents (1)
    Save to Project icon | Request Permissions | Click to expandAbstract | PDF file iconPDF (502 KB) |  | HTML iconHTML  

    Swirling-sweepers is a new method for modeling shapes while preserving volume. The artist describes a deformation by dragging a point along a path. The method is independent of the geometric representation of the shape. It preserves volume and avoids self-intersections, both local and global. It is capable of unlimited stretching and the deformation can be constrained to affect only apart of the m... View full abstract»

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  • Radiosity for point-sampled geometry

    Publication Year: 2004 , Page(s): 152 - 159
    Cited by:  Papers (2)  |  Patents (1)
    Save to Project icon | Request Permissions | Click to expandAbstract | PDF file iconPDF (1099 KB) |  | HTML iconHTML  

    In this paper, we propose a radiosity method for the point-sampled geometry to compute diffuse inter reflection of light. Most traditional radiosity methods subdivide the surfaces of objects into small elements such as quadrilaterals. However, the point-sampled geometry includes no explicit information about surfaces, presenting a difficulty in applying the traditional approach to the point-sample... View full abstract»

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  • Simulation and control of physical phenomena in computer graphics

    Publication Year: 2004 , Page(s): 171 - 173
    Save to Project icon | Request Permissions | Click to expandAbstract | PDF file iconPDF (278 KB) |  | HTML iconHTML  

    In computer graphics applications such as feature animation and games there is a need to produce convincing simulations of phenomena such as smoke, water, cloth and rigid bodies. Computational physics is the natural framework for such simulations. The physical equations describing most of these phenomena are well known and have been extensively studied over the last couple of centuries by the phys... View full abstract»

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  • A data-driven approach for real-time clothes simulation

    Publication Year: 2004 , Page(s): 257 - 266
    Cited by:  Papers (1)
    Save to Project icon | Request Permissions | Click to expandAbstract | PDF file iconPDF (799 KB) |  | HTML iconHTML  

    A data-driven approach for real-time processing of clothes, particularly suitable for simulating dresses worn by virtual characters, is proposed. It starts, prior to realtime simulation, by analyzing cloth behavior in relation to the underlying skeleton movement from a pre-simulated sequence of the cloth obtained using any high quality offline simulators. The idea is to use this analysis to find a... View full abstract»

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  • Non-photorealistic real-time rendering of characteristic faces

    Publication Year: 2004 , Page(s): 339 - 347
    Cited by:  Papers (1)  |  Patents (1)
    Save to Project icon | Request Permissions | Click to expandAbstract | PDF file iconPDF (1958 KB) |  | HTML iconHTML  

    We propose a system for real-time sketching of human faces. On the basis of a three-dimensional description of a face model, characteristic line strokes are extracted and represented in an artistic way. In order to enrich the results with details that cannot be determined analytically from the model surface and anchor strokes are supplemented interactively and are maintained during animation. Beca... View full abstract»

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  • Controllable single-strip generation for triangulated surfaces

    Publication Year: 2004 , Page(s): 61 - 69
    Cited by:  Papers (1)
    Save to Project icon | Request Permissions | Click to expandAbstract | PDF file iconPDF (1719 KB) |  | HTML iconHTML  

    In this paper, we introduce a method to represent a given triangular model using a single triangle strip. Since this problem is NP-complete, we break the limitation by splitting adjacent triangles when necessary. The common edge is split at the mid-point, and the newly formed triangles are coplanar with their parent triangles. Hence, the resulting geometry of the model is visually and topologicall... View full abstract»

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  • Segmentation of 3D meshes through spectral clustering

    Publication Year: 2004 , Page(s): 298 - 305
    Cited by:  Papers (22)
    Save to Project icon | Request Permissions | Click to expandAbstract | PDF file iconPDF (698 KB) |  | HTML iconHTML  

    We formulate and apply spectral clustering to 3D mesh segmentation for the first time and report our preliminary findings. Given a set of mesh faces, an affinity matrix which encodes the likelihood of each pair of faces belonging to the same group is first constructed. Spectral methods then use selected eigenvectors of the affinity matrix or its closely related graph Laplacian to obtain data repre... View full abstract»

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  • Personalised real-time idle motion synthesis

    Publication Year: 2004 , Page(s): 121 - 130
    Cited by:  Papers (8)
    Save to Project icon | Request Permissions | Click to expandAbstract | PDF file iconPDF (677 KB) |  | HTML iconHTML  

    In this paper, we propose an animation approach based on principal component analysis that allows generating two layers of subtle motions: small posture variations and personalised change of balance. Such a motion generator is needed in many cases when one attempts to create an animation sequence out of a set of existing clips. In nature there exists no motionless character, while in computer anim... View full abstract»

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  • Fitting subdivision surfaces to unorganized point data using SDM

    Publication Year: 2004 , Page(s): 16 - 24
    Cited by:  Papers (6)
    Save to Project icon | Request Permissions | Click to expandAbstract | PDF file iconPDF (1560 KB) |  | HTML iconHTML  

    We study the reconstruction of smooth surfaces from point clouds. We use a new squared distance error term in optimization to fit a subdivision surface to a set of unorganized points, which defines a closed target surface of arbitrary topology. The resulting method is based on the framework of squared distance minimization (SDM) proposed by Pottmann et al. Specifically, with an initial subdivision... View full abstract»

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  • Hardware-accelerated reconstruction of polygonal isosurface representations on unstructured grids

    Publication Year: 2004 , Page(s): 186 - 195
    Cited by:  Papers (6)  |  Patents (1)
    Save to Project icon | Request Permissions | Click to expandAbstract | PDF file iconPDF (496 KB) |  | HTML iconHTML  

    Volume visualization using isosurface extraction is a well-researched topic. Research demonstrated that even for unstructured grids peak performances of millions of tetrahedra per second can be achieved by exploiting the parallel processing capabilities of modern GPUs. In this paper we present a hardware-accelerated solution that further improves the extraction performance. In contrary to existing... View full abstract»

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  • Density measure for line-drawing simplification

    Publication Year: 2004 , Page(s): 309 - 318
    Cited by:  Papers (3)
    Save to Project icon | Request Permissions | Click to expandAbstract | PDF file iconPDF (1617 KB) |  | HTML iconHTML  

    We present an approach for clutter control in NPR line drawing where measures of view and drawing complexity drive the simplification or omission of lines. We define two types of density information: the a-priori density and the causal density, and use them to control which parts of a drawing need simplification. The a-priori density is a measure of the visual complexity of the potential drawing a... View full abstract»

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  • Adaptive real-time 3D acquisition and contour tracking within a multiple structured light system

    Publication Year: 2004 , Page(s): 361 - 370
    Cited by:  Papers (5)  |  Patents (2)
    Save to Project icon | Request Permissions | Click to expandAbstract | PDF file iconPDF (1374 KB) |  | HTML iconHTML  

    Active 3D acquisition setups currently capture 3D data from a single viewpoint. We propose a system that supports the effective use of multiple structured light modules placed around the object of interest. We show how oppositely positioned modules could work together and how we can avoid those parts of the background that unnecessarily take up computation time. Key to the setup is having the stru... View full abstract»

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  • M3: marker-free model reconstruction and motion tracking from 3D voxel data

    Publication Year: 2004 , Page(s): 101 - 110
    Cited by:  Papers (2)
    Save to Project icon | Request Permissions | Click to expandAbstract | PDF file iconPDF (719 KB) |  | HTML iconHTML  

    In computer animation, human motion capture from video is a widely used technique to acquire motion parameters. The acquisition process typically requires an intrusion into the scene in the form of optical markers which are used to estimate the parameters of motion as well as the kinematic structure of the performer. Marker-free optical motion capture approaches exist, but due to their dependence ... View full abstract»

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  • Accurate Minkowski sum approximation of polyhedral models

    Publication Year: 2004 , Page(s): 392 - 401
    Cited by:  Papers (2)
    Save to Project icon | Request Permissions | Click to expandAbstract | PDF file iconPDF (767 KB) |  | HTML iconHTML  

    We present an algorithm to approximate the 3D Minkowski sum of polyhedral objects. Our algorithm decomposes the polyhedral objects into convex pieces, generates pairwise convex Minkowski sums and computes their union. We approximate the union by generating a voxel grid, computing signed distance on the grid points and performing isosurface extraction from the distance field. The accuracy of the al... View full abstract»

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  • Perceptually based approach for planar shape morphing

    Publication Year: 2004 , Page(s): 111 - 120
    Cited by:  Papers (1)  |  Patents (1)
    Save to Project icon | Request Permissions | Click to expandAbstract | PDF file iconPDF (594 KB) |  | HTML iconHTML  

    This paper presents an approach for establishing vertex correspondences between two planar shapes. Correspondences are established between the perceptual feature points extracted from both source and target shapes. A similarity metric between two feature points is defined using the intrinsic properties of their local neighborhoods. The optimal correspondence is found by an efficient dynamic progra... View full abstract»

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